Minor shader fixes

Don't initialize uniform bool to false explicitly
Attempt not to calculate specular lighting if the material specular color is black
pull/2901/head
Capostrophic 5 years ago
parent 048713d9b1
commit 1c50d25853

@ -49,7 +49,7 @@ uniform vec2 envMapLumaBias;
uniform mat2 bumpMapMatrix;
#endif
uniform bool simpleWater = false;
uniform bool simpleWater;
varying float euclideanDepth;
varying float linearDepth;
@ -181,7 +181,8 @@ void main()
matSpec = passColor.xyz;
#endif
gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec) * shadowing;
if (matSpec != vec3(0.0))
gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec) * shadowing;
#if @radialFog
float depth = euclideanDepth;
// For the less detailed mesh of simple water we need to recalculate depth on per-pixel basis

@ -90,7 +90,8 @@ void main()
matSpec = passColor.xyz;
#endif
gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos), shininess, matSpec) * shadowing;
if (matSpec != vec3(0.0))
gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos), shininess, matSpec) * shadowing;
#if @radialFog
float fogValue = clamp((euclideanDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);

Loading…
Cancel
Save